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Reeve S.Avina

3 Level (0/2700 XP for level-up) Outlander Background Half elf (wood) Race / Species / Heritage Neutral Alignment
Ranger fey wanderer (Tasha)
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
19
+4
DEX
18
+4
CON
16
+3
INT
16
+3
WIS
18
+4
CHA
16
+3
31
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30m
Speed (walk/run/fly)
2 / 2
Favored Foe
18 / 9
gold
7 / 4
silver
2 / 10 / 5/27
copper/rations
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+9 Deception CHA
+3 History INT
+4 Insight WIS
+7 Intimidation CHA
+3 Investigation INT
+5 Flute CHA
+6 Waterborne Vehicles DEX
skills
+4 Medicine WIS
+3 Nature INT
+6 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
longbow +6 DEX 1d8+4 piercing
 (150ft/600ft)
short sword +6 STR 1d6+4 piercing
short sword +6 STR 1d6+4 piercing
hunting trap +4 STR 1d4+4 piercing
 dc 13dex save to Dodge/ dc 13str free, moment 3 feet by chain 1 dmg fail
Attacks

Spell Book

Outlander: pilgrim
Wanderer: hard to get getting lost, find food and water for 5 people per day.
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Ranger(Tasha):

Deft Explorer: (Replaces natural explorer) you are an unsurpassed explorer and survivor both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below and gain an additional benefit when you reach level 6th and level 10th in this class

1st level: Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Can also speak read and right 2 additional languages

6th level: Roving. walking speed increases by 5, swimming and climbing speed equals walking speed (35ft)

10th level: Tireless. as an action give yourself a number of temporary hit points equal to 1d8+ wisdom modifier(minimum of 1 temp hit point) you can use this action a number of times equal to your Pro bonus and regain all expended uses after a long rest, in addition, after a short rest decrease exhaustion level by 1

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Favored Foe: (replaces favored enemy/work with foe slayer feat) When you hit a enemy with a attack roll, you can mark them as your favored enemy for 1 minute or if you lose concentration. The first time on each of your turns that you hit the favored enemy and deal damage to it (including when you marked it) you can increase the damage by 1d4, can be used equal to your proficiency bonus(just overall normal Pro bonus), regain all uses after a long rest
Die damage increases to 1d6 at 6th/ 1d8 at 14th
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Archery: +2 to hit with ranged weapons
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spelling casting focus(tasha's): Staff
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Primal Awareness spells use once without using a spell slot (Ranger levels):
3rd level speak with animals
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Dreadful strikes once per turn, if a hit with a weapon deal 1d4 psychic damage
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Fey Wanderer Magic (Ranger levels)
3rd charm person
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Otherwordly Glamour:
Add wis mod to Charisama check
Pro: Deception
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Sharpshooter (get at lvl 4 instead of taking the + to attributes)
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

• Your ranged weapons ignore half cover and three-quarters cover.

• Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

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Origin- Vai(downpour isle: jungle) Cold resistance and waterborne vehicles proficiency

Features & Traits
Explorer's Pack, a hunting trap, A staff, longbow, quiver of 20 arrows, leather Armour, short swordx2

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Ranger(tashas)
Spellcasting
Proficiencys: Stealth (doubled Pro), Athletics, Perception, animal handling,Survival
Languages:Common, Elven, Aquan, Scalic, Halfling, dwarvish

Languages & Proficiencies
I'm driven by a wanderlust that led me away from home.

Personality Traits
Nature. The natural world is more important than all the constructs of civilization. (Neutral)

Ideals
I am the last of my tribe, and it is up to me to ensure their names enter legend.

Bonds
I am too enamored of ale, wine, and other intoxicants.

Flaws
Half elf(wood): Darkvision 60ft
Fey ancestry: advantage on saving throws against being charmed, and magic can’t put you to sleep.
Mask of the wild: You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Lnguages: common and eleven. Extra language: Scalic
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Ranger: skill pro Stealth, Perception, animal handling
Weapons pro, Simple weapons, martial weapons
Armor pro: Light armor, medium armor, shield
Saving Throws Pro: STR, DEX
Canny: Doubled Pro to stealth. extra languages: halfling, Dwarvish
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Outlander:
Pilgrim
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Flute
Languages: Aquan
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10gp
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Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 
]

The statblocks of your class features

Ranger: Beast Master


Hit Points

Hit Dice: d10 per Ranger: Beast Master level
Hit Points at first Level: 10 + CON modifier
Hit Points at Higher Levels: 1d10 + CON modifer per ranger level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: STR, DEX
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment

Overview & Creation

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
 

Beast Master Specific

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.   With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.   At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.   If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.   If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.   The animal companion loses its Multiattack action, if it has one.   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.   For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.   Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.   Dice: 1d6  

Trait

  1. I’m dauntless in the face of adversity.
  2. Threaten my friends, threaten me.
  3. I stay on alert so others can rest.
  4. People see an animal and underestimate me. I use that to my advantage.
  5. I have a knack for showing up in the nick of time.
  6. I put my friends’ needs before my own in all things.
  Dice: 1d6

Flaw

  1. If there’s food left unattended, I’ll eat it.
  2. I growl at strangers, and all people except my ranger are strangers to me.
  3. Any time is a good time for a belly rub.
  4. I’m deathly afraid of water.
  5. My idea of hello is a flurry of licks to the face.
  6. I jump on creatures to tell them how much I love them.
   

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.  

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.


Class Features

Favored Enemy

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblins) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.  

Natural Explorer

Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.  

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Land's Stride

Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.  

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt. plants. soot. and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non-magical means, unless you choose to leave a trail.  

Feral Senses

At 18th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.  

Foe Slayer

At 20th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

Choose one from each of the following:

  1. (a) scalemail or (b) leather armor
  2. (a) two shortswords or (b) two simple melee weapons
  3. (a) a dungeoneer's pack or (b) an explorer's pack
  4. A longbow and a quiver of 20 arrows
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

By the time you reach 2nd level, you have learned to cast spells.  

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier


LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st2Favored Enemy - Natural Explorer0
2nd2Fighting Style - Spellcasting22
3rd2Ranger Archetype - Primeval Awareness33
4th2Ability Score Improvement33
5th3Extra Attack442
6th3Favored Enemy Improvements - Natural Explorer Improvements442
7th3Ranger Archetype feature543
8th3Ability Score Improvement - Land's Stride543
9th4N/A6432
10th4Natural Explorer improvement - Hide in Plain Sight6432
11th4Ranger Archetype feature7433
12th4Ability Score Improvement7433
13th5N/A84331
14th5Favored enemy improvement - Vanish84331
15th5Ranger Archetype feature94332
16th5Ability Score Improvement94332
17th6N/A1043331
18th6Feral Senses1043331
19th6Ability Score Improvement1143332
20th6Foe Slayer1143332

Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
spellcasting:
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots   The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher   You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability   Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional)   At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
class features:
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Favored Foe (Optional)   This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).   The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.   You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.   Natural Explorer   Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.   You choose additional favored terrain types at 6th and 10th level.   Deft Explorer (Optional)   This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.   Canny (1st Level)   Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.   You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level)   Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level)   As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.   Fighting Style   At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.   Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Defense. While you are wearing armor, you gain a +1 bonus to AC.   Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.   Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.   Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.   Primal Awareness (Optional)   This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level | Spell 3rd | Speak with Animals 5th | Beast Sense 9th | Speak with Plants 13th | Locate Creature 17th | Commune with Nature   You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.       Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Martial Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.   Fleet of Foot   Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.   Hide in Plain Sight   Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   Nature's Veil (Optional)   This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Vanish   Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.   Feral Senses   At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.   Foe Slayer   At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:
Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Conclave | Source Beast Master | Player's Handbook Fey Wanderer | Tasha's Cauldron of Everything Gloom Stalker | Xanathar's Guide to Everything Horizon Walker | Xanathar's Guide to Everything Hunter | Player's Handbook Monster Slayer | Xanathar's Guide to Everything Swarmkeeper | Tasha's Cauldron of Everything Unearthed Arcana Drakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5 Archived Unearthed Arcana Revised Ranger Unearthed | Arcana 18 - The Ranger, Revised Beast Master Revised | Unearthed Arcana 18 - The Ranger, Revised Fey Wanderer | Unearthed Arcana 69 - Subclasses, Part 3 Primeval Guardian | Unearthed Arcana 28 - Ranger & Rogue Swarmkeeper | Unearthed Arcana 64 - Fighter, Ranger, Rogue
LevelProficiencyBonus FeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)------
2nd+2Fighting Style, Spellcasting, //Spellcasting Focus (Optional)22----
3rd+2Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)33----
4th+2Ability Score Improvement, Martial Versatility (Optional)33----
5th+3Ranger Conclave feature442---
6th+3Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)442---
7th+3Ranger Conclave feature543---
8th+3Ability Score Improvement, Land's Stride, Martial Versatility (Optional)543---
9th+46432--
10th+4Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)6432--
11th+4Ranger Conclave feature7433--
12th+4Ability Score Improvement, Martial Versatility (Optional)7433--
13th+584331-
14th+5Favored Enemy Improvement, Vanish84331-
15th+5Ranger Conclave feature94332-
16th+5Ability Score Improvement, Martial Versatility (Optional)94332-
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement, Martial Versatility (Optional)1143332
20th+6Foe Slayer1143332

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf (Wood Elf)

Ability Score Increase Cha +2, Choose two other unique +1
Size Medium
Speed 30 ft.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   A half-elf of wood elf descent can choose one of the following features:   - Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   - Fleet of Foot. Your base walking speed increases to 35 feet.   - Mask of the Wild. You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Stealth
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp    

Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.  
Dice 1d10 Origin
1Forester
2Trapper
3Homesteader
4Guide
5Exile or outcast
6Bounty hunter
7Pilgrim
8Tribal nomad
9Hunter-gatherer
10Tribal marauder
 

Features

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.  

Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.  

Traits

Dice 1d8 Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wolves.

Ideal

Dice 1d6 Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Evil)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Dice 1d6 Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the evildoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.

Flaw

Dice 1d6 Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other races, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.   * - which you take when you take acid, cold, fire, lightning, or thunder damage

Class(es): Magic Ablity

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Xanathar's Guide to Everything

Zephyr Strike

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Class(es): Ranger
Speak with Animals]

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Jagger2.

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